The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
## [1.10.0] - 2024-07-22

### Added

- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2906)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2906)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2906)

### Fixed

- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded.(#2977)
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined. (#2953)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941)
- Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923)
- Fixed issue where `NetworkDeltaPosition` would "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922)
- Fixed issue where `NetworkRigidbody2D` would not properly change body type based on the instance's authority when spawned. (#2916)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2906)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2895)

### Changed
This commit is contained in:
Unity Technologies
2024-07-22 00:00:00 +00:00
parent 158f26b913
commit 896943c8bf
31 changed files with 729 additions and 107 deletions

View File

@@ -1,5 +1,9 @@
using System.Collections;
using NUnit.Framework;
using Unity.Collections;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
@@ -30,5 +34,87 @@ namespace Unity.Netcode.RuntimeTests
networkManager.Shutdown();
Object.DestroyImmediate(gameObject);
}
[UnityTest]
public IEnumerator VerifyCustomMessageShutdownOrder()
{
Assert.True(NetcodeIntegrationTestHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients));
bool isHost = false;
// Start server to cause initialization
NetcodeIntegrationTestHelpers.Start(isHost, server, clients);
// [Client-Side] Wait for a connection to the server
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnected(clients, null, 512);
// [Host-Side] Check to make sure all clients are connected
yield return NetcodeIntegrationTestHelpers.WaitForClientsConnectedToServer(server, isHost ? (clients.Length + 1) : clients.Length, null, 512);
// Create a message to pass directly to the message handler. If we send the message its processed before we get a chance to shutdown
var dummySendData = new FastBufferWriter(128, Allocator.Temp);
dummySendData.WriteValueSafe("Dummy Data");
// make the message
var unnamedMessage = new UnnamedMessage
{
SendData = dummySendData
};
// make the message
using var serializedMessage = new FastBufferWriter(128, Allocator.Temp);
unnamedMessage.Serialize(serializedMessage, 0);
// Generate the full message
var messageHeader = new NetworkMessageHeader
{
MessageSize = (uint)serializedMessage.Length,
MessageType = server.MessageManager.GetMessageType(typeof(UnnamedMessage)),
};
var fullMessage = new FastBufferWriter(512, Allocator.Temp);
BytePacker.WriteValueBitPacked(fullMessage, messageHeader.MessageType);
BytePacker.WriteValueBitPacked(fullMessage, messageHeader.MessageSize);
fullMessage.WriteBytesSafe(serializedMessage.ToArray());
// Pack the message into a batch
var batchHeader = new NetworkBatchHeader
{
BatchCount = 1
};
var batchedMessage = new FastBufferWriter(1100, Allocator.Temp);
using (batchedMessage)
{
batchedMessage.TryBeginWrite(FastBufferWriter.GetWriteSize(batchHeader) +
FastBufferWriter.GetWriteSize(fullMessage));
batchedMessage.WriteValue(batchHeader);
batchedMessage.WriteBytesSafe(fullMessage.ToArray());
// Fill out the rest of the batch header
batchedMessage.Seek(0);
batchHeader = new NetworkBatchHeader
{
Magic = NetworkBatchHeader.MagicValue,
BatchSize = batchedMessage.Length,
BatchHash = XXHash.Hash64(fullMessage.ToArray()),
BatchCount = 1
};
batchedMessage.WriteValue(batchHeader);
// Handle the message as if it came from the server/client
server.MessageManager.HandleIncomingData(clients[0].LocalClientId, batchedMessage.ToArray(), 0);
foreach (var c in clients)
{
c.MessageManager.HandleIncomingData(server.LocalClientId, batchedMessage.ToArray(), 0);
}
}
// shutdown the network managher
NetcodeIntegrationTestHelpers.Destroy();
}
}
}